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Choose Champion Build:
-
Warriorwick
-
Bruiserwick
-
Tankwick
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Death's Dance Warwick
Recommended Items
Runes:
Precision
Inspiration
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
Hi I am parnellyx
A Challenger Warwick main on the NA server and easily consider myself the Best Warwick NA. I have over 4000 games on reworked Warwick and have peaked at rank 42 on the ladder (21 if you count early season!). People know me for my offensive Warwick build, which involves Warrior over Cinderhulk, but I will go over each of the main builds in this guide. You can ask any question you like or discuss anything related to this guide or Warwick in general. Any feedback or criticism is appreciated. If you want to find more of me you can find me on Twitch or Youtube. Here is my 'current' Main Account.
Eternal Hunger (Passive):
is really good for the jungle. This gives you infinite sustain in the jungle and allows you to constantly farm, solo dragons, tank baron, skirmish/duel, and fight with lower health than normal. Overall a solid passive but nothing flashy.
Jaws of the Beast (Q):
is your bread and butter spell. Not only is this your main damage spell, but it is also your main survivability tool as you heal a lot from this, allowing you to duel EVERY champion in the game unless they are fed and survive teamfights and skirmishes. In addition, this ability is your main way of closing the gap, following dashes/blinks, and ignoring some forms of CC. Mastering Q usage is the first step to getting good at Warwick.
Blood Hunt (W):
defines Warwick for what he is, a hunter. This ability is very unique and versatile in allowing you to fight enemies, clear camps, scout, and gank. This ability can be used to scout enemies in the fog of war, making it easier to invade, avoid getting caught, or countergank, in addition to many other ways. Its very strong in allowing you to gank and chase people down. Almost no one can outrun a Warwick, especially if they are below 25% health. Lastly, I gives you an insane attack speed buff on marked targets that allows you to duel, clear, and fight enemies. Note: Currently buggy (sometimes doesnt work when it should) although this usually isn't a big deal, Long cooldown that reduces twice as fast if no one is being hunted, and only provides out of combat movement speed so avoiding damage is crucial to chase. Max Blood Hunt first for the movement speed for ganks, along with a lower cooldown and stronger 1v1ing potential.
Primal Howl (E):
is Warwick's main defensive tool, as opposed to his inherent life steal, but can also be used aggressively. The main usages for this skill are to CC multiple enemies, tank damage, engage, along with many other ways. Using this in conjunction with Q will allow you to fear a target backwards and make it harder for an enemy to escape. This is a one point wonder and is powerful throughout the game. You can, however, start putting points into it once 5v5 teamfights are starting to occur. If teamfights are happening early on, you may opt to max this over Q. Note: Never use this in the jungle, you lifesteal so much you will never die against monsters, and this doesn't speed up your clear at all. Also, if used before R lands, you automatically fear everyone around you making it a situationally great engage tool.
Infinite Duress (R):
Warwick's main lockdown tool has a fairly low cooldown going into the late game and is extremely powerful if landed. Not only is it a strong surpression for locking down carries and making picks, but it also does respectable damage and heals Warwick for all of the damage dealt, meaning you can easily heal for up to 600-800 health over the duration and become harder to kill. Note: Don't be afraid to use this as an escape. It's low cooldown allows you to play more aggressively than other champions and go way deeper than people would expect. Also, it's range increases based on how much movement speed Warwick has, so if an enemy is below 25% health, you can jump in that direction from a disgustingly long range.
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Press the Attack is by far the best keystone for Warwick. It is easy to proc, gives him great dueling potential, and exposes enemies to ALL damage so you will have more utility later into the game. It also procs from just your ultimate, making it really easy to make picks with your team.
Triumph is very good for getting extra health back in skirmishes, tower dives, and team fights. It's just extra health in your pocket and makes some plays less risky. The other runes in this row are also useless for Warwick.
Legend: Alacrity This entire row is really good for almost everyone that uses the precision tree. For Warwick, you dont care about the life steal rune as most of your healing is onhit and not % attack damage based. It really comes down to Attack Speed or Tenacity which comes down to comp and what role you are going to be playing into. In general if you feel like you can carry the game and not get stunlocked, attack speed is good.
Legend: Tenacity is ideal if you fear that you will get stunned or snared too much in a teamfight. If you are against multiple forms of hard CC, opt for this over Legend: Alacrity.
Last Stand synergizes great with Warwick, since most of your healing and survivability doesn't kick in until you are low on health, it allows for a relatively consistent damage boost as you are below half health more often than most champions.
Magical Footwear The best option in the inspiration tree since you need to go Future's Market this patch. This isn't even that much of a filler rune and is probably one of the best utility runes that you could want on Warwick. Not only do you get Boots for free, allowing you to focus on rushing your jungle item, it also grants you an extra +10 movespeed throughout the game along with giving you the Boots outside of base, an underrated aspect of this rune. You could be in the middle of running away from an enemy and then suddenly you get Magical Boots and not die as a result. Nothing bad about this rune other than it being somewhat slow, but Warwick's early game isn't good at the moment so it works out.
Future's Market Since Tiamat got its price increased from 1200 to 1325 in the beginning of season 9, Future's Market has become a staple for Warwick. Warwick needs to finish Tiamat on first recall in this meta or else he will fall behind and the extra gold from Future's Market allows you to do so. On top of that, it allows you to hit your powerspikes faster with other items such as Warrior or Cinderhulk along with big items like Deadman's or Iceborn.
Secondary Rune Options:
Transcendence is a great option for Warwick and is what I run since Celerity got nerfed in 8.12. CDR is a great stat for Warwick as the most he can use his abilities, the more damage, survivability, and mobility he has (basically everything). While he can get plenty of CDR from items, this rune makes it so either you can not force yourself to buy a CDR item as you will have plenty already, or will allow you to buy multiple CDR items without worrying about overcapping on CDR (since it converts to damage). It is very versatile and great all around.
Waterwalking is a fantastic rune for junglers in general that don't have a lot of mobility. Waterwalking helps secure scuttle crabs and aids you with taking neutral objectives like dragon or rift herald, in addition to allowing you to move to the enemy jungle faster to counterjungle or gank through river faster.
Ghost Poro has become an optimal choice since the changed made to it in 8.14. It is essentially a free Ward that can constantly be replaced and doesn't go away until an enemy runs into the bush. On top of that, it gives you bonus AD for being in the enemy jungle or placing the Ghost Poro in enemy territory. Warwick loves to invade and pressure the enemy jungle so you will get to use this bonus a lot as long as you aren't behind. It also really helps out early game as you can place it in the small river bush before minions spawn so that you have vision on a scuttle crab without using your ward. This is super helpful if you are going against a stronger level 2 jungler like Graves of Trundle.
Relentless Hunter grants out of combat movement speed after collecting unique kills. The out of combat movespeed is great as it allows you to move quickly around the map even when you don't have a Blood Trail. On top of that, it increases the range of your Ultimate so you can engage or make picks from further away.
Conditioning Resolve secondary gives you the best combat effectiveness for the mid to late game compared to the other secondary runes which are more focused on utility. If you think you can safely get past the early game and want to be a bit tankier later on, then this rune set is ideal. Conditioning is fantastic as you get free armor and magic resist that scales with your bonus resistances. Obviously it is great if you are building full tank, but the extra tankiness is welcome in any build and can make you hard to kill in fights. The downside to this rune is that it takes 10 minutes to kick in, but if you don't have problems you won't regret it.
Revitalize is probably the best rune in this row of the Resolve tree. Overgrowth gives you less health than you would heal, and Unflinching is redundant if you are running
Legend: Tenacity (although you could run it if you are against a ton of stuns). The extra healing is like a mini
Spirit Visage and synergizes with your heals to make you more durable in fights. I would recommend going this if you are planning on building 40% or heavy damage to make use of the healing and also meet the conditions stated under
Conditioning.
Warriorwick
Build Path: (Tiamat, Warrior, Boots, Deadman's Plate, TankItem, TankItem, Titanic Hydra)- Early Game Focus
- High risk, High Reward
- Great in High Elo (Mid-Diamond+)
This is the build for early-mid game dominance. Most effective in higher elos (Diamond+) but solid everywhere if you are an earlygame-centric jungler. The idea of









Tankwick
- Noobfriendly (Forgiving/Great for learning limitations/Autofilled)
- Best if team needs a Tank
- Versatile
- Great if team is fed
Build Path: (Tiamat, Cinderhulk, Boots, TankItem, TankItem, TankItem, Titanic Hydra)
This is the bread and butter standard



Bruiserwick
- Expensive but has most damage mid-late game
- Great if Fed Early
- Excellent Splitpushing
- Best Carry Build in Low-Mid Elo (Bronze-Diamond)
Build Path: (Tiamat, Cinderhulk, Boots, Trinity Force, [Steraks Gage/Guardian Angel/Essence Reaver], Titanic Hydra, TankItem)
This is the next step for players who have started to gain experience with







Death's Dance Warwick
Build Path: (Tiamat, Warrior, Boots, Death's Dance, [Guardian Angel/Spirit Visage], [Guardian Angel/Spirit Visage/TankItem], Ravenous Hydra)- Early-Mid Game Focus
- Very High risk, Very High Reward
- High Burst and Sustain
- Vulnerable to hard CC and getting kited (squishy if not lifestealing)
Death's Dance Warwick is a new build that gives you insane damage and sustain. It is a very situation build but works very well against teams with low CC and kiting potential (ex. teams like





You want to start the same items every game.















You want to get either of the tanky boot options. Generally I default to











Magic Resist
Adaptive Helm is ridiculously strong against mages that deal repetitive magic damage with the same abilities
- Only buy
Spirit Visage if you are able to use the heal. You don't get bonus healing if you are being kited in a teamfight and might prefer Adaptive Helm to avoid dying faster instead.
Abyssal Mask is the best offensive option of the 3 for when you are fed or if you want to amplify your team's magic damage
Typically







For







If you are against DPS mages such as







If you are looking for more damage in your build while still desiring magic resist,



Armor
Randuin's Omen is great against champions with a lot of crit, such as
Yasuo or
Tryndamere
- If you don't have issues sticking onto enemies,
Frozen Heart or
Iceborn Gauntlet are great for CDR.
Dead Man's Plate grants mobility that is equivalent to
Mobility Boots but persists through combat. This is super strong for roaming in the midgame.
Thornmail is best against teams with a lot of on-hit healing or high attack speed.
Deciding between which armor item can be tough, especially when they are all so good for Warwick. Normally I buy 2 of these in a game but it of course depends on the situation of the game and who I am against.
For starters, I buy









Later on in the game, or at least once teamfights break out you can decide for another armor item.















Warwick's Favorite Stats:
+ Health + Armor/Magic Resist + Movement Speed + Cooldown Reduction
+ Health + Armor/Magic Resist + Movement Speed + Cooldown Reduction
When to Build Titanic Hydra:
I normally build





Cinderhulk vs. Warrior:
- Warrior for snowballing (Early-Mid Focus) [Assassin/Bruiser Playstyle]
- Cinderhulk for tanking (Mid-Late Focus) [Frontline Tank Playstyle]
Since the last few patches of season 7 I have been running






















Antihealing: (Executioner's Calling & Bramble Vest)
If you are against heavy healing on the enemy team and need an item to stop it you have a choice between these two items. At first, you might think








New Essence Reaver:
I am not trolling when I say this, but new
















Other Options: (Guardian Angel and Quicksilver Sash)







Warwick is a bruiser jungler that has the option to be a tank or a carry depending on the situation of the game. The fundamentals of jungling early are always the same regardless of build, however later in the mid and late game the path you take starts to show.
Warwick is decent at level 3 ganks, but even better a few levels more. Don't be afraid to gank early if the opportunity arises but also don't force them and feel like you need to get an early lead in the same manner as
Elise or
Lee Sin would.
Level 6, you will be looking for free kills with your
Infinite Duress as long as you hit it. You don't have to worry so much about the enemy jungler counterganking since you are so good in a 2v2 scenerio, so just find flanks that will work for you. The problem with
Warwick ganks are that he can't blink over a wall but rather he runs at you, potentially through vision. However, if you manage to avoid wards or flank from behind you will often score a kill.
Warwick's W,
Blood Hunt, gives you insane movement speed when moving towards an enemy below 50% health. If enemies are bellow 25% health, the movement speed is tripled, meaning
Warwick is one of the only champions in the game that can chase after someone from the complete other side of the map if they are low enough. Let your
Blood Hunt show you the way to ganks, but don't over commit to them.
Warwick's first clear is average and after obtaining
Tiamat, very fast. This means you should take any camp that is in your way if there is nothing more productive to do. Don't get overly caught up with powerfarming, but don't run around without doing anything for too long. Another important part about
Warwick is that he can't die to camps due to his lifesteal which means it doesnt matter if you have 1000 HP or 1 HP, you can clear the camps you want and don't need to worry about backing until you are out of mana or have enough gold for a crucial item.
An important aspect of any jungler, especially Warwick, is counterjungling.
Every jungler is able to do the basic tactic of counterjungling the opposite side of the map if the other jungler is seen ganking for farming a certain side of the map. For example, if I gank bot on blueside, the enemy Sejuani could steal my blue buff or gromp in response. Every jungler is able to do this with little risk.
Warwick is superior to a lot of weaker or more vulnerable junglers as he can do aggressive invades, where he can hope to duel the enemy jungler or contest/take camps in their face assuming your lanes aren't losing priority (so you don't get collapsed by 2-3 people). The is a common way to obtain a lead on
Warwick because I can outfarm the other jungler simply because I am taking their camps along with mine, in addition to threatening to kill them and snowball the game. This isn't always possible depending on the enemy jungler, the enemy laners, or if the enemy jungler is too fed to handle, but it is key to learn when you can bully the enemy's jungle as
Warwick.
Warwick is good in the early game, great in the mid game, and situationally good or bad in the late game. Usually you should aim to snowball the mid game as
Warwick as that is why you pick him to begin with. Don't stress over a bad early game. Just farm up if behind or pressure the map if ahead and aim to fight after you have completed [[skirmisher's sabre - Warrior) and Boots, and especially after completing the your 3rd or 4th item.
I know a lot of people think that
Warwick is suppose to kite back and teamfights and damage the tanks for your carry, but this is rarely the case.
Warwick is meant to kill the squishies most of the time. Sometimes it isn't always the squishiest target you want to focus, but you want to kill the carry whoever it is. Whether it is an assassin such as
Zed or
Katarina killing your carries (these are easiest to deal with), or the back line like
Syndra or
Jinx, you will usually try to be the bruiser threat that the carry has to survive from. Think of yourself as someone like
Jax or
Riven. They are also bruisers that dive for the carries. You are no different. If you are going the Tankwick build and have a fed carry to guard, go ahead and peel back, but an offensive oriented
Warwick build should generally apply pressure to the main damage dealers. If you happen to be going for a Tankwick build, you might be aiming to disrupt as many enemies and soak up as much damage as possible with your
Primal Howl if you think you will just get locked down.
Warwick can split push very well if he goes damage heavy in his build (Warriorwick, Bruiserwick). Tankwick is for teamfighting and cant pressure lanes as well.
Warwick can split push because of the insane 1v1 or 1v2 potential he has, whether he matches a split push or tries to apply pressure himself. His damage to towers isn't that great, but you can still push in the waves quickly and make someone have to stop you (they can't let you maul towers for free).
Ganking



Level 6, you will be looking for free kills with your






Clearing



Counterjungling
An important aspect of any jungler, especially Warwick, is counterjungling.
Every jungler is able to do the basic tactic of counterjungling the opposite side of the map if the other jungler is seen ganking for farming a certain side of the map. For example, if I gank bot on blueside, the enemy Sejuani could steal my blue buff or gromp in response. Every jungler is able to do this with little risk.



Midgame Powerspike


Teamfighting
I know a lot of people think that










Splitpushing


When I discuss these matchups I am speaking solely about how Warwick is against the specific champion not the teamcomp that is built around him. Every game is different and you have to adapt based on circumstances, but these are general thoughts based on my experiences against these junglers. Also, while I do mention how to deal with the junglers in teamfights if they get ahead, I am usually diving the carries; I just wanted to mention how to deal with them if they become the main problem.
Click on the Champion Link for Matchup Detail
Easy
Medium
Gragas
Graves
Hecarim
Kha'Zix
Pantheon
Rek'Sai
Jarvan IV
Jax
Shaco
Rammus
Udyr (Tiger)
Rengar
Trundle
Sejuani
Xin Zhao
Nocturne
Graves
Hecarim
Kha'Zix
Pantheon
Rek'Sai
Jarvan IV
Jax
Shaco
Rammus
Udyr (Tiger)
Rengar
Trundle
Sejuani
Xin Zhao
Nocturne
Hard
Note: You can take either scuttle crab in each route. Usually one is more favorable but if you want to avoid fighting level 2, avoid taking the scuttle crab that the enemy jungler is pathing towards if possible
ALPHA WOLF by parnellyx: How a Warwick Main hit Top 50 Chall
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